=USA=TV 0 Posted June 4, 2009 Hi, I've noticed that in the Main Intro Screen [Main Menu + Carrier] that there are FOLDED V-22 Osprey on deck. Is this a place-able object? I've tried to search for the editor, but nothing. How would I go about to script this in the editor? Share this post Link to post Share on other sites
celery 8 Posted June 4, 2009 This is what I found in the Utes intro folder: _xtype = [this,1] execvm "\ca\air2\mv22\scripts\pack.sqf" Put it in the init box. Share this post Link to post Share on other sites
=USA=TV 0 Posted June 4, 2009 Thank you. Works great. Share this post Link to post Share on other sites
TiGGa 0 Posted June 4, 2009 And how do we unfold them again? Share this post Link to post Share on other sites
=USA=TV 0 Posted June 4, 2009 Use the same code, and replace [this,1] with [this,0] to unfold. To Fold _xtype = [this,1] execvm "\ca\air2\mv22\scripts\pack.sqf" To Unfold _xtype = [this,0] execvm "\ca\air2\mv22\scripts\pack.sqf" Animation in my opinion happens too fast. Share this post Link to post Share on other sites
MehMan 0 Posted June 4, 2009 it's probably not meant for viewing. Share this post Link to post Share on other sites
W0lle 1051 Posted June 4, 2009 And while we're at it, fold/unfold the AH-1Z: _xtype = [this,1] execVM "\Ca\air\Scripts\AH1Z_fold.sqf" _xtype = [this,0] execVM "\Ca\air\Scripts\AH1Z_fold.sqf" Share this post Link to post Share on other sites
=USA=TV 0 Posted June 4, 2009 it's probably not meant for viewing. I'm pretty sure it is. It's step wise, and fairly accurate, just on overdrive lol. Ex. Rotor blades fold. Rotors tilt as wings rotate into closed position. Share this post Link to post Share on other sites
Junker 0 Posted June 4, 2009 this feature is great for a lock visual Vehicle locked = packed. Vehicle unlocked = unpacked. Saves time running to the vehicle only to find out its LOCKED :mad: Share this post Link to post Share on other sites
=USA=TV 0 Posted June 4, 2009 this feature is great for a lock visualVehicle locked = packed. Vehicle unlocked = unpacked. Saves time running to the vehicle only to find out its LOCKED :mad: If you noticed. If it is in the packed position, it still works! lol Share this post Link to post Share on other sites
Junker 0 Posted June 4, 2009 UH1Y foldy thingy :) _xtype = [this,1] execvm "\ca\air2\UH1Y\scripts\fold.sqf" _xtype = [this,0] execvm "\ca\air2\UH1Y\scripts\fold.sqf" Share this post Link to post Share on other sites
Gedis 0 Posted June 5, 2009 Yeah, just wanted to post those mv-22,ah-1z and uh-1y folding scripts, but i see they are already writen down here :D These scripts are good, but they are not quite enough for my needs :) You see i want to place folded mv-22s close to each other, but i can't because of those folding animations. Is there any way to fold them without that script? As a work around to this tiny issues, i thought an idea of placing mv-22s somewhere on the map for few seconds so that they would fold and then be teleported to the proper places on "TEH BOUT" close to each other. But my work around failed since arma1's teleportation script is outdated i gues. Any sollutions? Share this post Link to post Share on other sites
blaunarwal 10 Posted June 5, 2009 Does someone know the exact deck heigth? Share this post Link to post Share on other sites
schaefsky 0 Posted June 5, 2009 i thought an idea of placing mv-22s somewhere on the map for few seconds so that they would fold and then be teleported to the proper places on "TEH BOUT" close to each other.But my work around failed since arma1's teleportation script is outdated i gues. Any sollutions? I don't know the teleportation script, but setting up parking positions with empty markers and then setPosing the mv22s should do _result = [mv22_0, 1] execvm "\ca\air2\mv22\scripts\pack.sqf"; // better do the following by checking anim state, but well... sleep 3; mv22_0 setPos getMarkerPos "m_0"; Share this post Link to post Share on other sites
Yyhrs 3 Posted June 5, 2009 You see i want to place folded mv-22s close to each other, but i can't because of those folding animations. Is there any way to fold them without that script? My solution for that: different heigth. (sorry for my poor english) Share this post Link to post Share on other sites
=USA=TV 0 Posted June 5, 2009 Does someone know the exact deck heigth? The deck height should be 15.4 Share this post Link to post Share on other sites
Cougar 0 Posted June 5, 2009 Does someone know the exact deck heigth? LHD deck this setPosASL [getposASL this select 0, getposASL this select 1, 15.9] That is whats in the intro Share this post Link to post Share on other sites
Ghost 40 Posted July 5, 2009 I whipped up a set of pack/unpack addaction scripts. There pretty basic but do the job. Works with UH1Y, AH1Z and MV22. Put this in the init line of the vehicle and name the vehicle to have action of packing for when vehicle starts unfolded. ghst_helofold = aircraft_name addAction ["Pack Aircraft", "airpack.sqf"]; airpack.sqf _aircraft = _this select 0; _caller = _this select 1; _id = _this select 2; _type = typeof _aircraft; waituntil {!isEngineOn _aircraft}; switch (_type) do { case "AH1Z": {_xtype = [_aircraft,1] execvm "\ca\air\Scripts\AH1Z_fold.sqf"}; case "UH1Y": {_xtype = [_aircraft,1] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"}; case "MV22": {_xtype = [_aircraft,1] execvm "\ca\air2\mv22\scripts\pack.sqf"}; }; _aircraft removeaction _id; _aircraftunpack = _aircraft addAction ["Unpack Aircraft", "dta\scripts\airunpack.sqf"]; If aircraft starts folded use ghst_helofold = aircraft_name addAction ["Unpack Aircraft", "airunpack.sqf"]; airunpack.sqf _aircraft = _this select 0; _caller = _this select 1; _id = _this select 2; _type = typeof _aircraft; waituntil {!isEngineOn _aircraft}; switch (_type) do { case "AH1Z": {_xtype = [_aircraft,0] execvm "\ca\air\Scripts\AH1Z_fold.sqf"}; case "UH1Y": {_xtype = [_aircraft,0] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"}; case "MV22": {_xtype = [_aircraft,0] execvm "\ca\air2\mv22\scripts\pack.sqf"}; }; _aircraft removeaction _id; _aircraftpack = _aircraft addAction ["Pack Aircraft", "dta\scripts\airpack.sqf"]; Not tested with MP but i think it would work. If anyone could confirm or deny this that would be appreciated. Share this post Link to post Share on other sites
BelgarionNL 10 Posted July 19, 2009 so how do i need to use this again? :P is it possible that when you want to fly in the osprey that it starts unfolding? Share this post Link to post Share on other sites
Hvymtal 1251 Posted July 19, 2009 Also, you can use the built-in scripts mod to allow you to unpack the osprey, aand open the doors in the C130 ps, it DOESN'T start unfolding :P Share this post Link to post Share on other sites
vengeance1 50 Posted July 19, 2009 I tried this but it gets an error on unpack, says it can find file "dta\scripts\airunpack.sqf":confused: Share this post Link to post Share on other sites
Cptkanito 10 Posted July 21, 2009 same, if u pack it then unpack it, then try to pack it again u get that error "dta\scripts\airunpack.sqf" not found... Share this post Link to post Share on other sites
Ghost 40 Posted July 21, 2009 same, if u pack it then unpack it, then try to pack it again u get that error "dta\scripts\airunpack.sqf" not found... where did you put the scripts?. You need to make sure the path is right. For me I put most scripts in dta\scripts which are folders Share this post Link to post Share on other sites
Cptkanito 10 Posted July 26, 2009 well if the paths weren't right then it wouldn't have worked the first time would it? anyway, i'll give it a try... Share this post Link to post Share on other sites
cestcomi 10 Posted August 4, 2009 It works for me but I didn't know you could fly whit the MV22 folded ! Share this post Link to post Share on other sites